Biometric broadband gaming system and method

ABSTRACT

The present invention is a biometric broadband gaming system and method that comprises a verification system, a broadband gaming system and a transactional system. The verification system operations include receiving a biometric input to ensure that a user is a registered player. The broadband gaming system operations include providing a game of skill or game of chance to a plurality of players communicating via different network access devices. The transactional system operations include managing transactions conducted by the verification system and the broadband gaming system.

CROSS REFERENCES TO RELATED APPLICATIONS

[0001] This patent application is a continuation-in-part of provisionalpatent application 60/266,856 filed on Feb. 6, 2001.

BACKGROUND OF THE INVENTION

[0002] 1. Field of Invention

[0003] The present invention is a biometric broadband interactive gamingsystem and method. More particularly, the biometric broadbandinteractive gaming system and method operates in a networked environmentwhich interfaces with a plurality of network access devices includingpersonal computers, wireless devices, and interactive set-top boxes.

[0004] 2. Description of Related Art

[0005] The related art includes gaming devices, on-line gaming,networked interactive gaming, and biometrics.

[0006] Gaming Devices

[0007] For purposes of this patent, the term “gaming” shall refer toeither gambling and/or gaming applications. Gaming devices include gamesof skill and games of chance. Games of chance include many casino-typegaming devices in which the outcome of the game depends, at least inpart, on a randomly generated event. For example, a game of chance mayuse a random number generator to generate a random or pseudo-randomnumber. The random number may then be compared to a predefined table todetermine the outcome of the event. If the random number falls within acertain range of numbers on the table, the player may win a predefinedprize. The table may also contain display information that allows thegaming device to generate a display that corresponds to the outcome ofthe game. The gaming device may present the outcome of the game on alarge variety of display devices, such as mechanical spinning reels orvideo screens.

[0008] Games of skill comprises a skill component in which a playercombines letters or words (word puzzles), answers questions (trivia),overcomes challenges (video games), competes with other players(networked video games), and the like. Generally, a game of skill is agame requiring a level of skill which does not rely solely on chance.Some games of skill require a high degree of expertise and knowledge andother games of skill require very limited expertise or knowledge.

[0009] On-Line Gaming

[0010] In June 2001, Nevada signed a bill that could result in Nevadabeing the first state to offer legalized gambling over the Internet. Thenew law authorizes state gaming regulators to set up an infrastructureto license and oversee online gaming in Nevada when such gaming becomeslegal. Online gaming is a federal issue whose legality is unclear atpresent.

[0011] A variety of technological limitations have been asserted aspreventing Congress's endorsement of on-line gaming. These technologicallimitations are related to the prevention of underage gambling, thecontrol of gambling addiction, and ensure on-line gaming is secure andreliable.

[0012] To prevent underage gambling prior art systems and methods usepasswords, user IDs, credit cards and “click-through” agreements thatask the player to agree to being of legal gambling age by clicking on abutton. Presently, there are no systems and methods to control on-linegambling addiction. With respect to ensuring on-line gaming is secureand reliable, prior art system and methods use various cryptographictechniques such as RSA encryption, digital certificates, or othersimilar well known cryptographic methods. These cryptographic methodsare helpful in ensuring secure communications, however thesecryptographic method do not ensure that the individual accessing theon-line game is a valid user.

[0013] In view of the prior art systems, a minor or other unauthorizedindividual may simply needs a user ID and a corresponding password toaccess a gaming site. The obtaining of a user ID and password is arelatively simple task as this information is generally not modified.Commonly the user ID information is acquired by simply identifying theweb site's naming convention for the player. The player password can beeasily determined by simply remembering the pattern of keys typed by theplayer during the log-on procedures or by simply requesting the passwordfrom the player as part of a diagnostic procedure. The latter is a trickcommonly used by hackers to access a system. The password problem may beovercome by modifying the password on a regular basis, however theplayer must then remember the modified password and should the playerforget the password a new password is mailed. During the mailing processit is common for e-mail to be easily intercepted in cyberspace.Additionally, it is common for unauthorized users to simulate being at acertain location by submitting an IP address that identifies anauthorized user.

[0014] Therefore, a better system and method for identifying a validuser is needed. Additionally, it would be beneficial to provide a gamingsystem and method that would prevent underage gambling, is simple toimplement, prevents gambling addiction, and provides a higher degree ofsecurity and reliability from unauthorized users.

[0015] Networked Interactive Gaming

[0016] Networked interactive gaming in an open networked environmentsuch as the Internet is well-known. However, interactive gaming in anopen network such as the Internet is confined to communicating withother devices using the same TCP/IP protocols. Currently networkedinteractive gaming systems using the TCP/IP protocol are not configuredto communicate with interactive set-top boxes using MPEG protocols.

[0017] Networked interactive gaming in an open networked environmentusing traditional security methods such as secure socket layers anddigital certificates are well known. However, networked interactivegaming in an open networked environment using traditional securitymethods does not prevent gambling from a minor having acquired aparent's user ID and password without the parent's consent.

[0018] Networked interactive gaming using LANs and WANs for progressiveslot machines having large jackpots are also well-known. However,networked interactive systems using LANs and WANs for progressive slotmachines generally exist in a highly secure proprietary networkenvironment. Thus, the creation of a progressive slot machine with alarge jackpot in an open network environment is not well known.

[0019] Biometrics

[0020] A biometric is a measurable psychological and/or behavioral traitthat can be captured and subsequently compared with another instance atthe time of verification. This definition includes the matching offingerprints, voice patterns, hand geometry, iris and retina scans, veinpatterns and other such methodologies. For purposes of the inventiondescribed heretofore, the definition of biometrics also includessignature verification, keystroke patterns and other methodologiesweighted towards individual behavior.

[0021] Biometric applications for games of skill and games of chance arelimited. For example biometric gaming applications are taught in U.S.Pat. 6,010,404 granted to Walker et al. teaches a method and apparatusfor using player input codes (e.g., numeric, biometric or physical) toaffect the outcomes of electronic gambling devices, such as slotmachines. Additionally, U.S. Pat. No. 6,142,876 granted to Cumbersteaches a system and method for passively tracking the play of playersplaying gaming devices such as slot machines. Players provideidentification information and facial recognition data is acquired by adigital or video camera. For each player an account file and a file ofthe facial image data is stored. When the player plays the slot machine,a camera scans the player and acquires facial image data which iscompared to stored data to identify the player. Furthermore, U.S. PatentNo.5,902,983 granted to Crevelt et al. teaches a gaming machineconfigured to perform EFT transactions which are limited to presetamounts. The patent teaches the use of a finger print imaging device,and retinal scans for verifying a player's identity.

[0022] Although biometric applications for gaming applications areknown, biometric applications for on-line gaming systems are not known.Furthermore, the managing of biometric information and gaminginformation in an open network environment are not known. Additionally,the use of biometrics in a gaming system and method to prevent underagegambling and prevent gambling addiction are not known.

SUMMARY OF INVENTION

[0023] 1. Advantages of the Invention

[0024] One of the advantages of the present invention is that itprovides a secure and reliable on-line gaming system and method.

[0025] A further advantage of the present invention is that it providesa secure system and method for identifying a user in an open networkenvironment.

[0026] A further advantage of the present invention is that it providesa system and method to prevent underage gambling.

[0027] A further advantage of the present invention is that it providesa more secure and reliable and secure gaming system and method.

[0028] Another advantage of the present invention is that it provides asystem and method for managing biometric information and gaminginformation in an open network environment.

[0029] Another advantage of the present invention is that it permits aplurality of users in a geographically broad area to play the same game.

[0030] A further advantage of the present invention is that it providesa pseudo-real time gaming system and method.

[0031] Another advantage of the present invention is that it simulates agame of chance such as a slot machine in an on-line environment.

[0032] An additional advantage of the present invention is that itprovides a networked jackpot.

[0033] 2. Brief Description of the Invention

[0034] The present invention is a networked gaming system that comprisesa verification system, a broadband gaming system and a transactionalsystem. The verification system operations include ensuring that a useris a registered player by using a biometric input. The broadband gamingsystem operations include managing and performing at least one game. Thetransactional system operations include providing oversight for eachtransaction conducted by the verification system and the broadbandgaming system.

[0035] The present invention comprises a verification system for playingthe networked gaming system. The networked games include games of chanceand games of skill. The verification system communicates with abiometric input module and a network access device to generate a useridentification information. The user identification information iscompared to information in a registration database. If an acceptablematch is made between the user identification information and theinformation in the registration database, the user is designated as aplayer. The player then has access to both the broadband gaming systemand the transactional system.

[0036] Additionally, the present invention includes a broadband gamingsystem which is in communication with the verification system. Thebroadband gaming system includes a buffer which stores information aboutplayers who desire to play a game. The buffer is operatively coupled toa random number generator that generates a random number for each playerin the buffer. A paytable module in communication with the random numbergenerator determines the outcome associated with the random numbergenerator. The paytable also determines which images associated with theoutcome for each player. Preferably, the images are stored on a minivideo server and then cached in a memory module. The images areintelligently buffered for downstream communications. In its preferredembodiment, a plurality of encoders are operatively coupled to thememory module caching the broadcast video streams. The plurality ofencoders encode the broadcast downstream images according therequirements for each network access device. Each encoders isoperatively coupled to an encryption module that encrypts the broadcast.A modulation module is operatively coupled to the encryption module andmodulates encrypted images for downstream transmission. Each networkaccess device includes a tuner, a demodulation module, and a decryptionmodule permits an image to be viewed by the network access device.

[0037] Further still the present invention provides a transactionalsystem and method that ensures secure communications occur in theverification system and the broadband gaming system. The transactionalsystem also performs accounting, bonusing, tracking and other suchfunctions. Preferably, the transactional system is capable of receivinga plurality of funds from a financial account and converting them tocredits that are used in the broadband gaming system.

[0038] The above description sets forth, rather broadly, the moreimportant features of the present invention so that the detaileddescription of the preferred embodiment that follows may be betterunderstood and contributions of the present invention to the art may bebetter appreciated. There are, of course, additional features of theinvention that will be described below and will form the subject matterof claims. In this respect, before explaining at least one preferredembodiment of the invention in detail, it is to be understood that theinvention is not limited in its application to the details of theconstruction and to the arrangement of the components set forth in thefollowing description or as illustrated in the drawings. The inventionis capable of other embodiments and of being practiced and carried outin various ways. Also, it is to be understood that the phraseology andterminology employed herein are for the purpose of description andshould not be regarded as limiting.

BRIEF DESCRIPTION OF THE DRAWINGS

[0039] Preferred embodiments of the present invention are shown in theaccompanying drawings wherein:

[0040]FIG. 1a through FIG. 1d provide diagrams of a plurality of networkaccess devices.

[0041]FIG. 2 is a high level diagram of a gaming system networked to aplurality of network access devices.

[0042]FIG. 3 is a block diagram of an illustrative biometric inputmodule.

[0043]FIG. 4 is a block diagram of a gaming system configured to receivea biometric input from a network access device.

[0044]FIG. 5 is a table of the data fields in a verification system.

[0045]FIG. 6 is a table of the data fields in a broadband gaming systemand in a transactional system.

[0046]FIG. 7 is a block diagram of a broadband gaming system.

[0047]FIG. 8 is a flowchart of the registration method for the gamingsystem.

[0048]FIG. 9 is a flowchart of the verification method for the gamingsystem.

[0049]FIG. 10 is a flowchart of the gaming method for the gaming system.

[0050]FIG. 11 is a flowchart of the method for purchasing credits forthe gaming system.

[0051]FIG. 12 is a flowchart of the method for storing credits on thegaming system.

[0052]FIG. 13 is a flowchart of the information processed by thebroadband gaming system.

[0053]FIG. 14 is a continuation of the FIG. 13 flowchart.

[0054]FIG. 15 is a flowchart of the information processed by thetransactional system in communication with the broadband gaming system.

DESCRIPTION OF THE PREFERRED EMBODIMENT

[0055] In the following detailed description of the preferredembodiments, reference is made to the accompanying drawings, which forma part of this application. The drawings show, by way of illustration,specific embodiments in which the invention may be practiced. It is tobe understood that other embodiments may be utilized and structuralchanges may be made with out departing from the scope of the presentinvention.

[0056] Network Access Devices

[0057] Referring to FIG. 1a through FIG. 1d there is shown a pluralityof illustrative network access devices. Each of the network accessdevices is configured to be capable of running a gaming application. Forillustrative purposes the gaming application shown simulates thespinning reels of a slot machine.

[0058] The network access device in FIG. 1a is a personal computer 10having a network interface card (not shown) that may be operativelycoupled to a modem (not shown). Another network access device shown inFIG. 1b includes a television 12 operatively coupled to an interactiveset-top box 14 that is operatively coupled to a cable network (notshown). The other network access device shown in FIG. 1c is a wirelessdevice 16 such as a digital phone or personal digital system (PDA) orother such wireless device which is configured to communicate with anetwork using wireless networking protocols. Yet another network accessdevice is shown in FIG. 1d and includes a gaming terminal 18 such as aslot machine on a casino floor that is operatively coupled to aplurality of other gaming terminals. It shall be appreciated by thoseskilled in the art of networking that the distinguishing feature betweeneach of these network access devices is the type of communicationsprotocols used by each device to enable communications between similarnetwork access devices.

[0059] Each of the network access devices either includes a biometricinput module operatively coupled to the network access device orincludes a biometric input module communicatively coupled to the networkaccess device. A biometric is a measurable psychological and/orbehavioral trait that can be captured and subsequently compared withanother instance at the time of verification. This definition includesthe matching of fingerprints, voice patterns, hand geometry, iris andretina scans, vein patterns and other such methodologies. For purposesof the invention described heretofore, the definition of biometrics alsoincludes signature verification, keystroke patterns and othermethodologies weighted towards individual behavior.

[0060] In one illustrative embodiment, the biometric input module is afingerprint scanner 20 resident on the gaming terminal 18 wherein thebiometric input is a fingerprint. In another illustrative embodiment,the biometric input module is the screen 22 of wireless device 16wherein the screen is configured to receive a biometric input such as auser signature. In yet another illustrative embodiment, the biometricinput module is a telephone 24 that is configured to receive a voicepattern from a user prior to engaging communications with theinteractive set-top box 14. In yet another illustrative embodiment thebiometric input module is a keyboard 26 operatively coupled to computer10 wherein the user is requested to input a keystroke pattern. Anillustrative example of a biometric input module operatively coupled tothe network access device is shown in FIG. 1d having the fingerprintscanner 20 on the gaming terminal 18. An illustrative example of abiometric input module, e.g. the telephone 24, communicatively coupledto the network access device, e.g. the interactive set-top box 14, isshown in FIG. 1b.

[0061] The biometric input is used to prevent unauthorized gamingactivity and efficiently store credits on the user's behalf. By way ofexample and not of limitation, unauthorized gaming activity includespreventing underage gaming and prohibiting a player with a history ofgambling addiction from playing games of chance. Additionally, playercredits may be stored on a network so that the player does not need tocarry coins, paper currency, coupons, credit cards or debits cards toplay a game. It shall be appreciated by those skilled in the art havingthe benefit of this disclosure that different biometric input modulesmay be used in conjunction with different network access devices.

[0062] Gaming System

[0063] Referring to FIG. 2 there is shown a high level block diagram ofa gaming system 30 in communication with a plurality of network accessdevices coupled to a network 32. The gaming system includes averification system 34, a broadband gaming system 36 and a transactionalsystem 38. The verification system 34 verifies that a user operating anetwork access device is a registered player. The broadband gamingsystem 36 performs the function of generating a game and broadcastingthe game results to each of the network access devices. Thetransactional system 38 performs a plurality of functions includingtracking each transaction performed by both the verification system andthe broadband gaming system and conducting electronic fund transfers.

[0064] Verification System

[0065] The verification system 34 verifies that a user desiring to playthe game is a registered player. The verification system 34 communicateswith the biometric input module and a network access device to generatea user identification information. The user identification informationincludes information such as cryptographic keys that are necessary tosecurely identify the network access device. The user identificationinformation also includes media access control (MAC) identification andconfirmation of the user Internet Protocol (IP) address. The useridentification information is compared to information in a registrationdatabase 40 by a verification server 42. If an acceptable match is madebetween the user identification information and the information in theregistration database, the user is designated as a player. The playerthen has access to either the broadband gaming system 36 or thetransactional system 38.

[0066] In an alternative embodiment the user identification informationis housed in a smart card (not shown) that is communication with theverification system 34. The smart card includes a stored biometric whichis used to identify the user as a player. Cryptographic keys are thenexchanged between the verification system 34 and the smart card toprovide the player access to either the broadband gaming system or thetransactional system 38.

[0067] Referring to FIG. 3 there is shown an illustrative biometricinput module 50. By way of example, the illustrative biometric inputmodule 50 is a fingerprint scanner. It shall be appreciated by thoseskilled in the art having the benefit of this disclosure that the use ofthe fingerprint scanner as the illustrative biometric input module isnot restrictive. A scanned fingerprint image is collected by thebiometric input 52. After the scanned fingerprint image is collected,the fingerprint image is compressed by the compression module 54. Amemory module 56 provides fast memory resources for the compression ofthe fingerprint image. After compression, the fingerprint image isencrypted by the encryption module 58 for downstream transmission. Theencryption module 58 also includes a memory module 60 that provides fastmemory resources for the encryption of the compressed fingerprint image.An encrypted compressed fingerprint image is then communicated tonetwork 32 (see FIG. 2) using the network interface module 62.

[0068] Referring to FIG. 4 there is shown a block diagram of theverification system 34. The verification system is operatively coupledto network 32 with network interface module 64. The network interfacemodule 64 is configured to receive user identification informationgenerated by the network access devices and from the biometric inputmodule. Preferably, the biometric and other user identificationinformation received by the verification system is an encryptedbiometric that is decrypted by decryption module 66. A memory module 68is preferably a fast memory that expedites the decryption process. Afterdecryption the biometric and remaining user identification informationis processed by the verification server. It shall be appreciated bythose skilled in the art that the verification server 42 may house thenetwork interface module 64, decryption module 66 and the memory module68. The verification server 42 is also in operative communication with aregistration database 40. The verification server 42 performs thefunction of matching the user identification information collected fromthe network access device with the player information in theregistration database 40. Additionally, the verification server 42performs the caching functions needed to ensure that once a player hasbeen identified during an initial game, subsequent usage by the sameplayer proceeds quickly.

[0069] Preferably, the verification server 42 identifies registeredplayers using a biometric template of the registered player residing onthe registration database 40. The registered players are referenced withPersonal ID number. When a transaction is undertaken the user firstlycalls up the particular template from the registration database 40 byinputting a Personal ID. The Personal ID includes a particular number,user ID, password or other such identification techniques. The inputtingof the Personal ID is accomplished with a familiar numeric keypad,keyboard, magstripe card or smart card. The correct template is calledand held in memory ready for comparison with the biometric sampleprovided by the user. A comparison takes place that results in a binarytrue or false condition as to the identity of the user. The user is ineffect claiming an identity by inputting the Personal ID and the systemis subsequently verifying that the claim is genuine according to thematching criteria setup within the system.

[0070] Referring to FIG. 5 there is shown the registration data fields70 and user submitted data fields 72. The registration data fields 70include data fields that comprise the user identification information.The registration data fields include user identification informationsuch as player name, address, user name, password, credit cardinformation, and the date and time of the registration. The playerbiometric and Personal ID also comprises the user identificationinformation and provides unique information about the player. ThePersonal ID may be the same as the user name or password. It shall beappreciated by those skilled in the art that some biometric informationmay be compressed. Furthermore, the user identification informationincludes data about the network access device and the network connectionsuch as MAC ID, IP addresses, browser type, any cookies resident on thenetwork access device, etc. Finally, the user identification systemincludes cryptographic keys which are used to encrypt and decrypt thecommunications between the verification system and each of the networkaccess devices.

[0071] The user submitted data fields 72 mirror the registration datafields 70. The user submitted data fields receive data generated by auser that is attempting to access the broadband gaming system 36. Theuser submitted information is carefully analyzed to ensure that a validuser is being identified. It is well known that the connection of onenetwork access device to another network access device generatessecurity concerns. Preferably, the present verification system operatesusing a fast hardware-type firewall that performs a stateful multilayerinspection. In its preferred embodiment the firewall provides packetfiltering using a secure protocol such as IPSec. This protocol providesencryption of the data at the packet level as well as at the sourceaddress level. Without access to the encryption keys, a potentialintruder would have difficulty penetrating the firewall. Additionally,it would be preferable to provide a circuit level gateway and anapplication level gateway. The circuit level gateway works on thesession layer of the OSI model or the TCP layer of the TCP/IP model andmonitors TCP handshaking between packets to determine whether arequested session is legitimate. The application level gateway filtersdata packets at the application layer of the OSI model. A statefulmultilayer inspection firewall offers a high level of security, goodperformance and transparency to end users.

[0072] Referring to FIG. 6 there is shown the player data fields 74 thatare generated by the broadband gaming system and the transactionalsystem after the user has been verified to be a registered player. Theplayer data fields 74 are used to generate a player matrix which is usedas an additional internal security measure. The player data fields 74include a Player ID that identifies the player, a timestamp thatprovides the date, time in and time out by the player during the game.Additionally, the type of game, credits played, and credits remainingare monitored. Based on the level of player activity a bonus is providedto the player. Further still the session time for each type of game andthe amount played during the session is monitored to better define thetype of games the players' like. Transactional information is alsomonitored and updated, preferably, by the transactional system 38. Thetransactional information includes credit card information, transactionrequests, transaction approval, conversion of monetary funds to creditsfor playing the game, any transfers of credits for playing the game, andconversions from credits to monetary funds that are credited to theplayer's financial account. Preferably, communications between thetransactional system and the broadband gaming system are conducted in asecure environment using cryptographic keys. Although the use ofcryptography within the private network may appear excessive one of thegreatest security threats within a private network comes from its ownemployees. Therefore, it is preferable to use internal firewalls forcommunications between the broadband gaming system, the transactionalsystem and the verification system.

[0073] Broadband Gaming System

[0074] A more detailed drawing of the broadband gaming system isprovided in FIG. 7. The dashed boundary in FIG. 7 defines the broadbandgaming system 36. After player verification is completed at theverification system 34, the broadband gaming system 34 is engaged. Thebroadband gaming system 34 includes a player buffer 84 configured toreceive the players who will be playing the game. The player buffer 84generates an initial player matrix with player data fields 74.

[0075] A countdown timer 82 is coupled to the player buffer 80.Preferably, the countdown timer 82 is also displayed to the player. Thecountdown timer 82 provides a window of time within which players mayjoin the game. The players that have joined the game before the end ofthe timing period are stored in the buffer. When the timing periodreaches zero the initial player matrix is communicated to thetransactional system 38 and to the gaming module 84.

[0076] The gaming module 84 provides a game that is played by theplurality of players. The game may include a plurality of differentgames and the type of game is not restrictive to this invention.Preferably, the gaming module 84 includes at least one random numbergenerator 86 and a paytable module 88.

[0077] The random number generator 86 is operatively coupled to theplayer buffer. The random number generator 86 generates at least onerandom number that is stored in the player matrix. In one embodiment, atleast one random number is generated for the plurality of playersplaying the game. In an alternative embodiment, at least one randomnumber is generated for each player. In yet another embodiment, aplurality of random numbers are generated that are applied to theplurality of players playing the game. Preferably, the random numbergenerator 86 is a fast hardware module.

[0078] A paytable module 88 is operatively coupled to the random numbergenerator 86. The paytable module 88 is a programmable module thatdetermines the type of prize awarded to the player based on the randomnumber generated by the random number generator 86. In one embodiment,the paytable module 88 is a field programmable gate array. Preferably,the paytable module 88 also includes an image ID that is associated withthe outcome determined by the paytable module 88.

[0079] A gaming output module 90 revises the player matrix to includethe outcome for each player. Additionally, the gaming output module 90groups the players according to the image ID. Based on the resultsgenerated by the gaming module 84, the gaming output module 84 generatesa final player matrix that is communicated to the transactional server38 and to a memory module 92.

[0080] Preferably, the memory module 92 has stored a plurality of imagesin a fast memory by the time the final player matrix is communicated tothe memory module 92. In operation, the memory module 92 is enabledbefore the final matrix is communicated to the memory module 92. By wayof example, when the game is engaged the memory module 92 begins theprocess of finding the applicable images associated with the image IDsin the mini-video server 94 and transferring the images to the fastmemory module 92. Thus, when the gaming output is received by thememory, the images are stored in the fast memory module 92. In oneembodiment, the memory module 92 then broadcasts the images to encoders96 and 98. In an alternative embodiment, the memory module 92 isoperatively coupled to an intelligent router (not shown) that routes theimages to the appropriate encoders 96 and 98.

[0081] The appropriate encoder then receives the images and convertsthem to a format which meets the requirements for the appropriatenetwork access device. By way of example, an IP encoder 96 encodes aplurality of JPEG images for viewing on a conventional web browser, andan MPEG encoder 98 encodes the plurality of JPEG images into an MPEGstream that is viewed on a television via an interactive set-top box.

[0082] An encryption module 100 a and 100 b operatively coupled toencoder 96 and 98, respectively, then receives the encoded images andencrypts the encoded images in manner well known to those skilled in theart. A modulation module 102 a and 102 b is operatively coupled toencryption modules 100 a and 100 b, respectively, then modulatesencrypted encoded images for downstream transmission in a manner wellknown to those skilled in the art.

[0083] Preferably, the broadband gaming system occupies one downstreamband, i.e. one 6 or 8 MHz band, in the interactive set-top-boxenvironment. In the web based broadcast environment, the broadbandgaming system occupies a downstream channel much like a standardstreaming media website.

[0084] It shall be appreciated by those skilled in the art having thebenefit of this disclosure that the broadband gaming system can playmore than one game at a time. The system may be designed to operate in amulti-tasking mode where more than one game is played at a time.Additionally, the system may be designed to operate in a fast serialmode in which a game is played while the countdown timer is waiting forthe next queue to be filled.

[0085] Transactional System

[0086] Referring back to FIG. 2, there is shown the transactional system38 which comprises a transactional server 110 and a transactionaldatabase 112. The transactional system 38 performs a plurality offunctions including tracking each transaction performed by both theverification system and the broadband gaming system. Additionally, thetransactional system 38 is configured to authorize and conductelectronic fund transfers. Furthermore, the transactional system 38performs such operations as player tracking, managing loyalty programs,engaging bonus games, determining bonus prizes and interfacing withaccounting programs.

[0087] Method For Registering a Player

[0088] Referring to FIG. 8 there is shown a flowchart of theregistration method for the gaming system 30. The registration method150 begins when a prospective player first accesses a website, channel,kiosk or other such registration terminals as described in block 152.The method then proceeds to block 153.

[0089] At block 153, the registration process is initiated. By way ofexample and not of limitation, a registration terminal may provide ahyperlink to a registration window that prompts the prospective playerfor information. The method then proceeds to block 154.

[0090] At block 154, the prospective player provides registrationidentification information such as name, address, credit card number andother information necessary to create a registration file for theprospective player. The method the proceeds to block 156.

[0091] At block 156, the prospective player is prompted for a personalID. The personal ID may be a user ID, a password, a numeric combination,or any other such identification information. The personal ID is usedduring the verification process to identify a biometric template for theprospective player. The method then proceeds to block 158.

[0092] At block 158, the prospective player submits a biometric to theregistration terminal. By way of example and not of limitation thebiometric is a fingerprint. Any other biometric may also be used. Themethod then proceeds to block 160 or 162.

[0093] At block 160, the biometric input is compressed and encrypted. Itis preferable for certain biometric inputs to compressed such asfingerprint scans, retinal scans and other such scanning techniques.Other biometric inputs such as voice patterns, signatures do not have tobe compressed. The process of encrypting biometric inputs is necessaryin an open network environment. The process of encrypting may not benecessary on a private proprietary network. Therefore, it shall beappreciated by those skilled in the art having the benefit of thisdisclosure that the compression and encryption processes in block 160may not be necessary for every biometric input.

[0094] At block 162, the prospective player information is stored in theverification system and a player profile is updated accordingly.Alternatively, the prospective player information is stored on a smartcard. The method then proceeds to block 164.

[0095] At block 164, security information about the registrationterminal is collected. The registration information identifies theregistration terminal as being a secure terminal. The registrationterminal provides information such as the MAC ID for the biometric inputmodule, the IP address for the server communicating with theregistration terminal, and the cryptographic keys associated with theregistration terminal. The registration terminal includes the networkaccess devices described in FIG. 1a through FIG. 1d as well as kiosksand other such registration terminals.

[0096] At block 166, the prospective player is identified as aregistered player and the registration database 40 is updatedaccordingly. The registration process is broken out into separatecomponents for security purposes. Once a validly registered player isidentified by the verification system, the registration process iscompleted.

[0097] Method for Player Verification

[0098] Referring to FIG. 9 there is shown a method 170 for playerverification used by the verification system 34. The player verificationprocess includes receiving user identification information from anetwork access device. The method is initiated at block 174 when a useraccesses a website or channel displaying the game. The method thenproceeds to block 176.

[0099] At block 176, the personal ID is provided by the user. Thepersonal ID is used by the verification system to find a biometrictemplate for determining whether the user is a registered player. Themethod then proceeds to block 178.

[0100] At block 178, the biometric input module of the network accessdevice receives a biometric from the user. As previously described thebiometric input module can be one of plurality of biometric inputs.Depending on the type of biometric, the biometric may be compressed asdescribed by block 180 and encrypted as described by block 182. At block184, the biometric and the personal ID is then communicated through anetwork 32 to the verification system 34. Alternatively, the biometricand Personal ID is communicated to a smart card for verification.

[0101] At block 186, the verification system 34 requests securityinformation from the network access devices. The security informationidentifies the network access devices as being a valid network accessdevice. The method then proceeds to block 188.

[0102] At block 188, the verification system 34 processes the securityinformation to ensure that the security information is generated by theappropriate network access device, and to ensure that the securityinformation has not been compromised. Preferably, the verificationsystem 34 performs a stateful multilayer inspection as described above.The method then proceeds to block 190.

[0103] At block 190, the user submitted player information is comparedto the registered player information. If a determination is made atdecision diamond 192 that the submitted player information is not avalid registered player the method proceeds to block 194. At block 194,the user is requested to re-input the biometric. If the biometric isinput more than three times, as provided by decision diamond 196, theuser is requested to contact customer service.

[0104] If a match is found at decision diamond 192 between the usersubmitted information and the registered player information, the user isidentified as a valid player then the player proceeds to the broadbandgaming system 36.

[0105] Method for Operation of Broadband Gaming System

[0106] Referring to FIG. 10 and FIG. 11 there is shown a flowchart 200of the information processed by the broadband gaming system 34. Theprocess is engaged by performing the verification process in which theverification system identifies a player as in block 201. After theverification process has been completed the method proceeds to block202.

[0107] At block 202, the players who desire to play a particular gameare stored in a buffer until the particular game is engaged. The methodthen proceeds to decision diamond 204.

[0108] At decision diamond 204, the countdown timer 82 determines if theperiod during which the game is open has been closed. If the gameremains open, additional players may be received by the broadband gamingsystem. If the games is closed because the period during which the gameis open has expired, then the method proceeds to block 206.

[0109] At block 206, the initial player matrix described above isgenerated. The initial player matrix includes information about theplayer, the type of game, and other such information about the game asdescribed by the player data fields 74 shown in FIG. 6. The initialplayer matrix is then communicated to block 208 which transmits initialplayer matrix to the transactional system for validation. Additionally,the initial player matrix is communicated to the next block 210 in thebroadband gaming system which starts the gaming module.

[0110] At block 210, the initial player matrix is received by the gamingmodule 84 and the gaming module 84 is engaged. At a minimum the gamingmodule 84 comprises a random number generator 86 and a paytable module88. The random number generator generates at least one random numberthat is used during the game. The paytable module 88 is used todetermine the prize associated with the at least one random number.

[0111] Referring to FIG. 11, a continuation of the broadband gamingsystem method is shown. By way of example, the gaming module maycomprise a plurality of different random number generators. The blocks214 and 216 describe the processes performed by a random numbergenerator and a paytable module, respectively. The random numbergenerator 86 of block 214 determines the winning combination of numbersfor the game. At block 216, the paytable module 88 is used to determinethe prize awarded to the player. Preferably, the paytable module 88 isalso configured to prove image IDs that identify the images associatedwith the prize. Preferably, the paytable module 88 is resident in boththe broadband gaming system and the transactional system. The purposefor this redundancy is as a security check for output generated by thegaming module. The method then proceeds to block 218.

[0112] At block 218 the player outputs with the same image IDs aregrouped together. The grouping process is performed to simplify thebroadcasting of the images to the plurality of players. By grouping theplayers according to the same image ID and having identified the networkaccess device used by the player, a dynamic broadcasting method iscreated which occupies minimal downstream bandwidth. The method thenproceeds to block 220.

[0113] At block 220 a final player matrix is completed. The final playermatrix includes the same data fields as the initial player matrix.Additionally, the final player matrix includes the random number outputand the paytable output. The final player matrix is then communicated tothe transactional system as described in block 222. The method thenproceeds to decision diamond 224.

[0114] At decision diamond 224, a validation procedure is conducted. Thevalidation procedure essentially compares the transactional system'sreverse calculation of the random numbers with the random numbersgenerated by the gaming module. If the random numbers in thetransactional system are not the same or similar to the random numbersgenerated by the random number generator, a system failure or securitybreach is detected. If a security breach or system failure is detected,the method then proceed to process block 226, which initiates diagnosticprocedures. If the random numbers match, then the method proceeds toblock 228.

[0115] At block 228, the plurality of images are broadcast. The imagesare preferably broadcast along one downstream channel for each networkaccess device. However, traffic considerations may require the use of aplurality of downstream channels. By way of example, for DOCSIS and DSLtype downstream transmissions, the streaming video preferably occupies aportion of the bandwidth available for a cable modem or DSL modem,respectively. In an alternative example, for an interactive set-top boxenvironment, the downstream channel preferably occupies one 6 MHz or 8MHz band or a portion of the 6 MHz or 8 MHz band. The method thenproceeds to the next block 230.

[0116] At block 230, the broadcast images are encoded for downstreamtransmission. It shall be appreciated by those skilled in the art havingthe benefit of this disclosure that downstream transmission systems arewell known and can be easily integrated into the systems and methoddescribed in this patent. The method then proceeds to block 232.

[0117] At block 232, the broadcast images are encrypted for downstreamtransmission. The purpose for downstream encryption is to preventunauthorized access to the downstream signal. It shall be appreciated bythose skilled in the art that various secure systems and methods fordownstream transmission of images are well known.

[0118] It shall be appreciated by those skilled in the art having thebenefit of this disclosure that a plurality of games may be playedsimultaneously. The games may be played in a distributed/parallel manneror in serial manner.

[0119] An Illustrative Game

[0120] An illustrative game is described to show how the system andmethod described above operates. The illustrative game described hereinis a progressive slot machine. It is well-known that in the UnitedStates many states have legalized lottery games even though other gamesof chance such as progressive slot machines have not been legalized. Itis also well-known that in casino gaming floors the most popular gamesare progressive slot machines. The present illustrative game operates onthe system and method described above and provides an output similar toa progressive slot machine with a lottery type input.

[0121] The illustrative game includes first having a player provide aplurality of letters or numbers that are either generated by the playeror are selected in a random manner. The random number generator of thegaming module is then engaged and a gaming module random number isgenerated. Preferably, the order that the random numbers were generatedis used to determine the prize awarded to the player. A programmedpaytable is then used to compare the player selected numbers to thegaming module random numbers according to the rules programmed into thepaytable module. Based on the results of this comparison a prize isawarded to the player. An image ID is associated with the prize awarded.The plurality of players are then grouped according to their respectiveimage IDs. A broadcast stream for the plurality of images associatedwith each image ID is broadcast to each player.

[0122] A more concrete example includes having a player select aplurality of numbers, such as the numbers below: 23 35 8 15 42

[0123] The random number generator of the gaming module is then engaged.By way of example the random number results are: 56 2 3 8 42

[0124] The paytable module is then programmed to interpret the randomnumbers generating by the gaming module according to the followingillustrative rules:

[0125] 1. If a match between one number is achieved, then a prize of 1×the initial bet credit is awarded and an image ID X023-1396 is used.Image ID X023-1396 is an animated plurality of images representing threecherries.

[0126] 2. If a match between one number at the same location isachieved, then a prize of 2× the initial bet credit is awarded and animage ID X023-1397 is used. Image ID X023-1397 is an animated pluralityof images representing four cherries.

[0127] 3. If a match between a first number is achieved and a matchbetween a second number is achieved, then a prize of 5× the initialcredit is awarded and an image ID X023-1998 is used. Image ID X023-1998is an animated plurality of images representing 3 oranges.

[0128] 4. If a match between a first number at the same location isachieved and a match between a second number is achieved, than a prizeof 7× the initial credit is awarded and an image ID X023-1999 is used.Image ID X023-1999 is an animated plurality of images representing 4oranges.

[0129] Thus, for the illustrative example provided above, the playerhaving selected the numbers: 23, 35, 8, 15 and 42 is entitled to a prizeof 7× the initial credit for a random number: 56, 2, 3, 8, and 42. Theassociated images displayed on the network access device is an animatedplurality of images representing 4 oranges.

Conclusion

[0130] It can now be seen that the present invention solves many of theproblems associated with the prior art. The present invention provides averification system that uses biometrics to identify the player. Thepresent invention provides a broadband gaming system that communicateswith a plurality of different network access devices. Furthermore, thepresent invention provides a system and method for generating a combinedjackpot in an open network environment across a broad geographical area.

[0131] Although the description above contains many specifications,these should not be construed as limiting the scope of the invention butas merely providing illustrations of some of the presently preferredembodiments of this invention. The specification, for instance, makesreference to bonus prizes. However, the present invention is notintended to be limited to bonus prizes. Rather it is intended that thepresent invention can be used independently as a stand-alone game. Thus,the scope of the invention should be determined by the appended claimsand their legal equivalents rather than by the examples given.

What is claimed is:
 1. A gaming system, comprising; a verificationsystem in communication with a network, said verification systemconfigured to receive a user biometric and compare said user biometricto a plurality of registered player biometrics; a broadband gamingmodule that is enabled when said user biometric matches one of saidplurality of registered players, said gaming module configured toprovide a game that is played by said registered player; and atransactional system in communication with said verification system andsaid broadband gaming module, said transactional system configured tomonitor transactions conducted by said verification system and saidbroadband gaming system.
 2. The gaming system of claim 1 wherein saidverification system is in communication with a network access deviceoperatively coupled to a network, said network access device having abiometric input module configured to receive said user biometric.
 3. Thegaming system of claim 1 wherein said broadband gaming system isconfigured to communicate with a first network access devices having afirst protocol and a second network device having a second protocol. 4.The gaming system of claim 3 wherein said first protocol is an IPcommunications protocol.
 5. The gaming system of claim 3 wherein saidfirst protocol is an MPEG communications protocol.
 6. The gaming systemof claim 3 wherein said first protocol is an IP communications protocoland said second protocol is an MPEG communications protocol.
 7. A gamingsystem, comprising; a verification system configured to communicationwith a network, said verification system configured to receive a userbiometric and compare said user biometric to a plurality of registeredplayer biometrics; and a gaming module that is enabled when said userbiometric matches one of said plurality of registered players, saidgaming module including a random number generator that is used todetermine whether a prize is awarded to a player.
 8. The gaming systemof claim 7 wherein said verification system is configured to communicatewith a network access device having a biometric input module thatreceives said user biometric.
 9. The gaming system of claim 7 whereinsaid gaming module is resident in a broadband gaming system, saidbroadband gaming system configured to communicate with a plurality ofnetwork access devices.
 10. The gaming system of claim 9 wherein atleast one of said plurality of network access devices comprises abiometric input module.
 11. The gaming system of claim 7 furthercomprising a paytable module in communication with said random numbergenerator, said paytable module configured to determine whether saidplayer is awarded said prize.
 12. The gaming system of claim 11 furthercomprising a memory module in communications with said paytable module,said memory module configured to store a plurality of images that aredisplayed on said plurality of network access devices.
 13. A gamingmethod, comprising: providing a network that permits communicationsbetween a network access device and a gaming system; inputting a userbiometric into said network access device; comparing said user biometricto a plurality of registered player biometrics; permitting a playeraccess to a game when said user biometric matches one of said pluralityof registered player biometrics; playing said game; and viewing resultsfrom said game on said network access device.
 14. The method of claim 13further comprising causing said user biometric to be communicated fromsaid network access device to a verification system, said verificationsystem comparing said user biometric to said plurality of registeredplayer biometrics.
 15. The method of claim 13 further comprisingcomparing said user biometric to one of said plurality of registeredplayer biometrics at said network access device.
 16. The method of claim14 further comprising requesting a personal identification code from auser that is providing said user biometric and using said personalidentification code to identify said registered player biometric. 17.The method of claim 13 further comprising permitting a plurality ofregistered players to access said game when a plurality of users submita plurality of user biometrics that identify said plurality of users assaid plurality of registered players.
 18. The method of claim 13 whereinplaying said game comprises generating at least one random number. 19.The method of claim 18 further comprising determining whether a prize isawarded to said player based on said at least one random number.
 20. Themethod of claim 19 further comprising generating a plurality of imagesthat communicate said prize awarded to said player.